// // Redistribution and use in source and binary forms, with or without // modification, are permitted provided that the following conditions // are met: // * Redistributions of source code must retain the above copyright // notice, this list of conditions and the following disclaimer. // * Redistributions in binary form must reproduce the above copyright // notice, this list of conditions and the following disclaimer in the // documentation and/or other materials provided with the distribution. // * Neither the name of NVIDIA CORPORATION nor the names of its // contributors may be used to endorse or promote products derived // from this software without specific prior written permission. // // THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY // EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE // IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR // PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR // CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, // EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, // PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR // PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY // OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT // (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE // OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. // // Copyright (c) 2008-2018 NVIDIA Corporation. All rights reserved. // Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved. // Copyright (c) 2001-2004 NovodeX AG. All rights reserved. #ifndef PX_PHYSICS_NP_CAST #define PX_PHYSICS_NP_CAST #include "PxPhysXConfig.h" #include "NpScene.h" #include "NpRigidDynamic.h" #include "NpRigidStatic.h" #include "NpArticulation.h" #include "NpArticulationLink.h" #include "NpArticulationJoint.h" #include "NpAggregate.h" #if PX_USE_PARTICLE_SYSTEM_API #include "NpParticleFluid.h" #endif #if PX_USE_CLOTH_API #include "NpCloth.h" #endif namespace physx { // PT: Scb-to-Np casts PX_FORCE_INLINE const NpScene* getNpScene(const Scb::Scene* scene) { const size_t scbOffset = reinterpret_cast(&(reinterpret_cast(0)->getScene())); return reinterpret_cast(reinterpret_cast(scene) - scbOffset); } PX_FORCE_INLINE const NpRigidDynamic* getNpRigidDynamic(const Scb::Body* scbBody) { const size_t offset = reinterpret_cast(&(reinterpret_cast(0)->getScbActorFast())); return reinterpret_cast(reinterpret_cast(scbBody) - offset); } PX_FORCE_INLINE const NpRigidStatic* getNpRigidStatic(const Scb::RigidStatic* scbRigidStatic) { const size_t offset = reinterpret_cast(&(reinterpret_cast(0)->getScbActorFast())); return reinterpret_cast(reinterpret_cast(scbRigidStatic) - offset); } PX_FORCE_INLINE const NpShape* getNpShape(const Scb::Shape* scbShape) { const size_t offset = reinterpret_cast(&(reinterpret_cast(0)->getScbShape())); return reinterpret_cast(reinterpret_cast(scbShape) - offset); } PX_FORCE_INLINE const NpArticulationLink* getNpArticulationLink(const Scb::Body* scbArticulationLink) { const size_t offset = reinterpret_cast(&(reinterpret_cast(0)->getScbActorFast())); return reinterpret_cast(reinterpret_cast(scbArticulationLink) - offset); } PX_FORCE_INLINE const NpArticulation* getNpArticulation(const Scb::Articulation* scbArticulation) { const size_t offset = reinterpret_cast(&(reinterpret_cast(0)->getArticulation())); return reinterpret_cast(reinterpret_cast(scbArticulation) - offset); } PX_FORCE_INLINE const NpArticulationJoint* getNpArticulationJoint(const Scb::ArticulationJoint* scbArticulationJoint) { const size_t offset = reinterpret_cast(&(reinterpret_cast(0)->getScbArticulationJoint())); return reinterpret_cast(reinterpret_cast(scbArticulationJoint) - offset); } PX_FORCE_INLINE const NpAggregate* getNpAggregate(const Scb::Aggregate* aggregate) { const size_t offset = reinterpret_cast(&(reinterpret_cast(0)->getScbAggregate())); return reinterpret_cast(reinterpret_cast(aggregate) - offset); } #if PX_USE_PARTICLE_SYSTEM_API PX_FORCE_INLINE const NpParticleSystem* getNpParticleSystem(const Scb::ParticleSystem* scbParticleSystem) { const size_t offset = reinterpret_cast(&(reinterpret_cast(0)->getScbParticleSystem())); return reinterpret_cast(reinterpret_cast(scbParticleSystem) - offset); } PX_FORCE_INLINE const NpParticleFluid* getNpParticleFluid(const Scb::ParticleSystem* scbParticleSystem) { const size_t offset = reinterpret_cast(&(reinterpret_cast(0)->getScbParticleSystem())); return reinterpret_cast(reinterpret_cast(scbParticleSystem) - offset); } #endif #if PX_USE_CLOTH_API PX_FORCE_INLINE const NpCloth* getNpCloth(const Scb::Cloth* cloth) { const size_t offset = reinterpret_cast(&(reinterpret_cast(0)->getScbCloth())); return reinterpret_cast(reinterpret_cast(cloth) - offset); } #endif } #endif